Our 2017-2018 study announcement is here! Check it out for details and how to apply.
Questions we’re exploring
1. How might VR be valuable and/or enhance the learning environment?
Virtual reality is now accessible on a commercial level. Students and teachers have told us they believe it could have value in educational settings. We’d like to know more, specifically, about how VR can actually create value in applied settings.
2. What roles do perspective and empathy play in a student’s VR experience?
One hope that students and teachers have expressed is that VR will allow them to “step into someone else’s shoes” and really experience another perspective. We are curious about the types of content experiences that may enable that to happen. Also,we are exploring how 360 video impact this perspective taking versus other types of media.
3. What types of VR content prove useful in an educational setting?
Virtual reality potentially opens new doors for learning, particularly if teachers can think broadly and creatively about what might be possible in terms of learning and curriculum. We want to better understand how content is being utilized for learning and explore new ways of thinking about both curriculum and content.
4. In a classroom setting, what might break the immersive experience for students?
There is a lot going on in classrooms. Students have even expressed to us that VR can be a way for them to relax and reset during the school day. Given the distractions that can be present in many educational settings, we are curious what types of things disrupt the immersive experience for students and want to learn about ways to work around them.
Our focal areas for 2016-2017 are:
- Uses in Education
- Empathy and Content
- Play in Virtual Space
- Educator Support
Applied VR 2017-2018
Our applied VR study is currently running in 35 classrooms, from elementary to high school level, across the US and Canada. We only just begun our data collection, and already have responses from over 1,000 students and counting, from a larger number of subjects including foreign language, art, history, and science, in addition to the technology-based classrooms.
This round of the study includes more detailed demographics and specifics about how VR technology is being used by both students and teachers. We will also be sharing our personal accounts of visiting the classrooms to assist in the implementation of VR and the challenges educators face in bringing this technology to all learners.
While this program is up and running, if you have ideas for using VR with youth for learning, please reach out to us!
Student and Educator Resources
Interested in finding out more about VR, trying it in your classroom, or connecting with us about it? Head over to our VR Resources.
VR Stories Page
As part of our work into better understand how VR can impact learning, we run a program we call our VR Partners Program. This is for places that might not fit our study, but still want to explore this new technology.
Google Earth and Math
During a visit out to Toronto, Jordan Young and Jim Wardle shared a lesson plan with us for using Google Earth VR in a math class. They were kind enough to give us a copy of the plan to share with teachers interested in trying it out!
Commercial VR Content for Learning
Just as with games, we believe that commercially-produced content is one of the best places to find learning. When content is designed to be engaging and fun first, learning can occur comfortably. We outlined this concept using the game Keep Talking and Nobody Explodes.
In March, 2017, foundry10 presented findings to Silicon Valley VR Conference in San Jose. You can find the slides from the presentation here.
New teacher post: student voice
Check out the latest post by a teacher in our program focusing on the role of student voice in the exploration of new technology like VR!
In early November, 2016, foundry10 presented at the Virtual Reality Developers Conference in San Francisco. Our presentation focused on the findings and data that we have gathered over the past 3 years of putting VR in schools. Read more.
VR Infographic 2
This infographic includes findings from the data we gathered throughout the 2015-2016 VR program. Check out what we found from our first large-scale VR pilot program! Read more.
New Teacher VR Blog
One of the teachers participating in our VR study of how virtual reality can be used in the classroom has started a blog to document his journey with the HTC Vive. We are excited to see what unfolds in his middle school classroom at JP Case Middle School in New Jersey. Please check out his blog to learn more!
Guest Blog on Archiact
We wrote a post for Archiact (who put on the Consumer VR Conference in Vancouver, BC) about the work the students did during the VR Hackathon we ran in early July. The students were tasked with solving potential challenges of using VR in schools. You can see their solutions in the article linked below.
Five Ethical Considerations for Using VR with Children and Adolescents
VR is just starting to enter mainstream usage, and while exciting, there are many factors to consider when introducing young audiences to this technology. Lisa Castaneda was interviewed about ethical considerations that have come up during our work bring VR into schools. You can check out the article on Mindshift at the link below
Learning and VR infographic
Over Summer 2016, our intern Anna Cechony created an infographic to showcase what we are learning about VR and the potential it holds for eduction. Check out the infographic here!
VR Pilot Program
With VR now in the consumer market, more and more people are getting the opportunity to try out this new technology. We want to find out more about how it can be used in learning, and to accomplish this, we are putting VR kits in schools. Built on ideas from real teachers, we are exploring the possibilities of immersive learning through VR.
Check out this video on the pilot:
If you want to join the program, apply here.